Recently I get this message a lot for various widgets I’m working on. I have to close the editor and restart and then hope that it wont happen again.
Any help on what this is and why it happens?
Can’t save …/…/…/…/…/…/Data/xxxx/UnrealProjects/Client/Content/Client/UserInterface/SpecialWidgets/InventoryListItem.uasset: Graph is linked to private object(s) in an external package.
External Object(s):
/Engine/Transient
Try to find the chain of references to that object (may take some time)?
No absolutely not. It happens mostly when I am doing more “complicated” stuff in the editor like renaming assets or moving them, then after a while in the editor when I’m working in a UMG widget this shows up. It must have something to do with this scenario, because otherwise it doesn’t really happen to me.
i hope your not renaming or moving them outside of the editor?
Unreal freaks out about that when you have the editor open and will likely screw up those objects(eg, duplicates, extra’s you cant erase or access etc).
I learnt the hard way - only move/rename the assets within the editor.
I just brought up the project, went into one blueprint and added one bool variable. then the following message popped up when I tried to save:
The asset ‘/Game/Client/Blueprints/MikaboshiGameInstanceBP’ (MikaboshiGameInstanceBP.uasset) failed to save.
Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.
another line of thought: do you have any third party apps synching that folder? like dropbox/google drive etc? they can perform file locking while they do stuff.
No I dont, thanks though. Well it is not a permanent thing, it’s merely an occasional hazard that happens when you do extensive editing in the UE and I think this must be some bug. Why it all of a sudden not be able to save anymore? At the very least there should be a reason given, even as code number so it could be sent to Epic to be investigated
It is a recurrent problem. The workaround I found is to recompile the blueprints that are associated before trying to save again. Generally, you can start with the blueprint that have some problem to be saved (here : InventoryListItem).
It must refresh some dirty datas and allow to save again.
Hope it helps.